mirror of
https://github.com/nebiun/ledHeadWii.git
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437 lines
10 KiB
C
437 lines
10 KiB
C
/*
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LEDhead
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Copyright 2001, Peter Hirschberg
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Author: Peter Hirschberg
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The current version of this SOURCE CODE as well as the official
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versions of the LEDHEAD APPLICATION are available from my website
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at: http://www.peterhirschberg.com
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Based on the handheld electronic games by Mattel Electronics.
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All trademarks copyrighted by their respective owners. This
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program is not affiliated or endorsed by Mattel Electronics.
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License agreement:
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program (license.txt); if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Email : peter@peterhirschberg.com
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Website : http://www.peterhirschberg.com
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*/
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#include "armorbattle.h"
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#include "armorbattle_screen_png.h"
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#include "armorbattle_blipdim_png.h"
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#include "armorbattle_blipbright_png.h"
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#include "armorbattle_digits_png.h"
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#include "armorbattle_poweroff_png.h"
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#include "armorbattle_poweron_png.h"
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#include "armorbattle_tick_raw.h"
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#include "armorbattle_near_raw.h"
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#include "armorbattle_enemy_raw.h"
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#include "armorbattle_fire_raw.h"
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#include "armorbattle_hit_raw.h"
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#include "armorbattle_score_raw.h"
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#include "armorbattle_endgame_raw.h"
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#define DIGIT_W 24
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#define DIGIT_H 32
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// images
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static GRRLIB_texImg *bmpScreen;
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static GRRLIB_texImg *bmpBlipDim;
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static GRRLIB_texImg *bmpBlipBright;
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static GRRLIB_texImg *bmpDigits;
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static GRRLIB_texImg *bmpPowerOff;
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static GRRLIB_texImg *bmpPowerOn;
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static BOOL bMineSound = FALSE;
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static BOOL bMineSoundPlaying = FALSE;
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static Sound_t tcWaveRes[ARMORBATTLE_SOUND_NSOUNDS];
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static Blip_t blip[ARMORBATTLE_BLIP_COLUMNS][ARMORBATTLE_BLIP_ROWS];
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static Stat_t digit[2];
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static Help_t help[] = {
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{ WK_2, {1, 131} },
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{ WK_BUD, {74, 232} },
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{ WK_DPAD, { 147, 247} }
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};
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//----------------------------------------------------------------------------
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//
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//
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void ArmorBattle_Help()
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{
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Platform_Help(help, sizeof(help)/sizeof(*help));
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}
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static BOOL bInited = FALSE;
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void ArmorBattle_Init()
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{
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int x, y;
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// Init sounds
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_TICK], armorbattle_tick_raw, armorbattle_tick_raw_size, 17 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_NEAR], armorbattle_near_raw, armorbattle_near_raw_size, 165 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_ENEMY], armorbattle_enemy_raw, armorbattle_enemy_raw_size, 124 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_FIRE], armorbattle_fire_raw, armorbattle_fire_raw_size, 660 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_HIT], armorbattle_hit_raw, armorbattle_hit_raw_size, 524 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_SCORE], armorbattle_score_raw, armorbattle_score_raw_size, 1542 );
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Sound_set(&tcWaveRes[ARMORBATTLE_SOUND_ENDGAME], armorbattle_endgame_raw, armorbattle_endgame_raw_size, 5244 );
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// load images
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bmpScreen = GRRLIB_LoadTexture(armorbattle_screen_png);
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bmpDigits = GRRLIB_LoadTexture(armorbattle_digits_png);
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GRRLIB_InitTileSet(bmpDigits, DIGIT_W, DIGIT_H, 0);
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bmpPowerOff = GRRLIB_LoadTexture(armorbattle_poweroff_png);
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bmpPowerOn = GRRLIB_LoadTexture(armorbattle_poweron_png);
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bmpBlipDim = GRRLIB_LoadTexture(armorbattle_blipdim_png);
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bmpBlipBright = GRRLIB_LoadTexture(armorbattle_blipbright_png);
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// grab some other values from the skin file
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for (y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
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for (x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
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Blip_t *pblip = &blip[x][y];
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pblip->x = (int)((x * ((float)armorbattle_blip_xspacing/100)) + armorbattle_blip_x);
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pblip->y = (int)((y * ((float)armorbattle_blip_yspacing/100)) + armorbattle_blip_y);
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pblip->status = -1;
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}
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}
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// set digits
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for(x = 0; x < 2; x++) {
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digit[x].x = armorbattle_digit_x + x * armorbattle_digit_spacing;
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digit[x].y = armorbattle_digit_y;
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}
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if (!bInited)
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{
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PlatformSetInput(0);
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// turn game on
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ArmorBattle_PowerOn();
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bInited = TRUE;
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}
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}
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void ArmorBattle_StopSound()
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{
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bMineSoundPlaying = FALSE;
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bMineSound = FALSE;
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// stop all sounds...
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Platform_StopSound();
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}
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void ArmorBattle_DeInit()
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{
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// stop all sounds...
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ArmorBattle_StopSound();
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ArmorBattle_PowerOff();
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GRRLIB_FreeTexture(bmpScreen);
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GRRLIB_FreeTexture(bmpBlipDim);
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GRRLIB_FreeTexture(bmpBlipBright);
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GRRLIB_FreeTexture(bmpDigits);
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GRRLIB_FreeTexture(bmpPowerOff);
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GRRLIB_FreeTexture(bmpPowerOn);
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bInited = FALSE;
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}
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void ArmorBattle_Paint()
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{
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int x, y;
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BOOL power = ArmorBattle_GetPower();
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int p_switch;
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p_switch = Platform_GetPowerSwitch(ONOFF_SWITCH);
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if(p_switch == -1 && power == TRUE) {
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ArmorBattle_PowerOff();
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}
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if(p_switch == 1 && power == FALSE) {
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ArmorBattle_PowerOn();
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}
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GRRLIB_DrawImg (realx(0), realy(0), bmpScreen, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF);
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// visualize the control states
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if (power)
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{
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GRRLIB_DrawImg(realx(armorbattle_power_x), realy(armorbattle_power_y), bmpPowerOn, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF);
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// show blips
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for (y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
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for (x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
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Blip_t *pblip = &blip[x][y];
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switch(pblip->status) {
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case BLIP_OFF:
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break;
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case BLIP_DIM:
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GRRLIB_DrawImg (realx(pblip->x), realy(pblip->y), bmpBlipDim, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF);
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break;
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case BLIP_BRIGHT:
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GRRLIB_DrawImg (realx(pblip->x), realy(pblip->y), bmpBlipBright, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF);
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break;
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}
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}
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}
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// Show time
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for(x = 0; x < sizeof(digit)/sizeof(*digit); x++) {
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if(digit[x].val == -1)
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GRRLIB_DrawTile(realx(digit[x].x), realy(digit[x].y), bmpDigits, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF, 0);
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else
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GRRLIB_DrawTile(realx(digit[x].x), realy(digit[x].y), bmpDigits, 0, SCALE_X, SCALE_Y, 0xFFFFFFFF, digit[x].val);
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}
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}
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else
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{
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GRRLIB_DrawImg(realx(armorbattle_power_x), realy(armorbattle_power_y), bmpPowerOff, 0, 1, 1, 0xFFFFFFFF);
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}
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}
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void ArmorBattle_ClearScreen()
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{
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Platform_StartDraw();
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// erase the blips
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for (int y = 0; y < ARMORBATTLE_BLIP_ROWS; y++){
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for (int x = 0; x < ARMORBATTLE_BLIP_COLUMNS; x++){
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ArmorBattle_DrawBlip(BLIP_OFF, x, y);
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}
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}
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// erase the score display
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ArmorBattle_DrawTime(-1);
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Platform_EndDraw();
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}
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void ArmorBattle_PlaySound(int nSound, unsigned int nFlags)
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{
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if (bMineSoundPlaying && !(nFlags & PLAYSOUNDFLAGS_PRIORITY))
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{
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// go away
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return;
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}
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if ((nFlags & PLAYSOUNDFLAGS_PRIORITY) || bMineSoundPlaying)
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{
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// stop any playing sounds first
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Platform_StopSound();
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}
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// this sound will cut off any looping sounds
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// note this so we can restart them later
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bMineSoundPlaying = FALSE;
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Platform_PlaySound(&tcWaveRes[nSound], nFlags);
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}
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//----------------------------------------------------------------------------
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// local fcn's
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//
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static void StartMineSound()
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{
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if (!bMineSoundPlaying)
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{
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Platform_PlaySound(&tcWaveRes[ARMORBATTLE_SOUND_NEAR ], PLAYSOUNDFLAGS_LOOP | PLAYSOUNDFLAGS_ASYNC);
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// mark the sound as playing
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bMineSoundPlaying = TRUE;
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}
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}
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static void StopMineSound()
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{
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if (bMineSoundPlaying)
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{
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Platform_StopSound();
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bMineSoundPlaying = FALSE;
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}
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}
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void ArmorBattle_PlayMineSound()
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{
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if (!bMineSound)
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{
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bMineSound = TRUE;
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StartMineSound();
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}
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}
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void ArmorBattle_StopMineSound()
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{
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if (bMineSound)
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{
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bMineSound = FALSE;
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StopMineSound();
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}
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}
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void ArmorBattle_DrawBlip(int nBright, int x, int y)
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{
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blip[x][y].status = nBright;
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// update the looped mine sound
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// this is not a good place for this
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// should be in some sort of draw frame function
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// maybe need to add that to the game structure
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if (bMineSound){
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StartMineSound();
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} else {
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StopMineSound();
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}
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}
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void ArmorBattle_DrawTime(int nTime)
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{
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if (nTime == -1){
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// erase the display
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digit[0].val = -1;
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digit[1].val = -1;
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} else {
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// draw 10s place
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if (nTime >= 10)
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digit[0].val = nTime/10 + 1;
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else
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digit[0].val = -1;
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// draw 1s place
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digit[1].val = nTime%10 + 1;
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}
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}
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BOOL ArmorBattle_GetInputFIRE(BOOL *pChange)
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{
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static BOOL bLast = FALSE;
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if (pChange){ *pChange = FALSE; }
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// check the keys
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if (Platform_GetInput2())
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{
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if (!bLast && pChange)
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{
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*pChange = TRUE;
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}
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bLast = TRUE;
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return TRUE;
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}
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bLast = FALSE;
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return FALSE;
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}
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BOOL ArmorBattle_GetInputLEFT(BOOL *pChange)
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{
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static BOOL bLast = FALSE;
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if (pChange){ *pChange = FALSE; }
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// check the keys
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if (Platform_GetInputLEFT())
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{
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if (!bLast && pChange)
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{
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*pChange = TRUE;
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}
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bLast = TRUE;
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return TRUE;
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}
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bLast = FALSE;
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return FALSE;
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}
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BOOL ArmorBattle_GetInputUP(BOOL *pChange)
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{
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static BOOL bLast = FALSE;
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if (pChange){ *pChange = FALSE; }
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// check the keys
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if (Platform_GetInputUP())
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{
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if (!bLast && pChange)
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{
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*pChange = TRUE;
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}
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bLast = TRUE;
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return TRUE;
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}
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bLast = FALSE;
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return FALSE;
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}
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BOOL ArmorBattle_GetInputRIGHT(BOOL *pChange)
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{
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static BOOL bLast = FALSE;
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if (pChange){ *pChange = FALSE; }
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// check the keys
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if (Platform_GetInputRIGHT())
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{
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if (!bLast && pChange)
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{
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*pChange = TRUE;
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}
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bLast = TRUE;
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return TRUE;
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}
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bLast = FALSE;
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return FALSE;
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}
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BOOL ArmorBattle_GetInputDOWN(BOOL *pChange)
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{
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static BOOL bLast = FALSE;
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if (pChange){ *pChange = FALSE; }
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// check the keys
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if (Platform_GetInputDOWN())
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{
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if (!bLast && pChange)
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{
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*pChange = TRUE;
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}
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bLast = TRUE;
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return TRUE;
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}
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bLast = FALSE;
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return FALSE;
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}
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void ArmorBattle_GetSize(int *w, int *h)
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{
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*w = bmpScreen->w;
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*h = bmpScreen->h;
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}
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